The Electrifying Dart Goblin Deck for Arena 9 [Legendary]
Alright what's up everyone, today I will be making a deck guide on my new favorite decks, the Electrifying Dart Digger. Before we get into this, I am sorry I could not post any decks or strategies since my first one, the GY guide, because of school and stuff.
I saw a comment on a post about how people who write strategy guides, get leggie flairs, and then dip, and I thought that it could refer to someone like me. But, school got in the way, and I am sorry about the lack of decks/strategy guides.
However, on the long weekend, I do have some time, but finals are approaching, so don't expect any until early feb. Let's Get right into this! Let me provide a little bit of back story for when I made this: It was Thursday Night, and Jungle Arena came out at 9 PM PST. Since I had eWiz and Miner and GY, I decided to make a Dart Goblin deck, since I believed the DG would be successful after watching the OJ vid and would work well in Spell Bait Miner decks.
And since eWiz was a bit underrated and could output massive damage if tanking, and if it could stun shit, I thought "Hmmmmmm... I have an idea". So, I started out using the combo I like to call FIZ (Fireball Inferno Zap) Then I added the Dart Goblin and the Electro Wizard. Then I thought, "Shit, I don't have any eBarbs counters" So I added in the SKarmy, and then since this deck was pretty cheap and had no tank, I wanted to keep it as a spell bait/cycle deck. I then added in my Ice Spirit for synergy with the Dart Goblin and eWiz, and it works well for Miner+Ice Spirit chipping. So, let's get right into it! TL;DR at the bottom. All feedback is appreciated
TABLE OF CONTENTS
*Note: all capitalized bold are sections and all lower case bold is a subsection.
The Deck and all of the cards
a. Guides on how to use all of the cards
b. Replacements for some of the cards
How to use this deck
a. This deck against certain other decks
b. How to defend against lavaloon
c. How to defend against Golem
d: How to defend against eBarbs
Inferno Tower: The sweeper. Helps clean up LavaLoon, some golem deck varieties, giant decks, basically tanks. If there's a lone musketeer or wizard or ice wizard or whatever the hell just use this thing. Oh, and did I mention Hog Riders? Zap does nothing against the IT in a 1on1 interaction placed at 4-3.
Fireball: This card's middle name is Value. There are so many cards it can take out/ severely weaken. The knockback effect is a bonus. If you're facing a 3M deck, this is pretty much an ez win. More in-depth detail about this further below. Using this on support troops coupled with a Zap is a shut-down. A good support card for the inferno to clear small-medium units.
Zap: The last member of FIZ, there's a reason that this card is in every deck in the meta. Using this againt Barrels, Minion Horde, SKarmy, (which is mainly used to take out Miners!!!!!!!!!!) and many other troops. Also a good last-ditch card that can give you a short stun in the last few seconds of the tower and there are full-health EBs on your tower.
Electro Wizard: The guy pulls the strings of this deck and is a large reason why it works. Using him on lone support troops and backing him up with a Miner once he crosses the brdge is great. Beware thiough, because the spawn zap is not his main asset. His ability to stun any troop and deal damage to one or two targets is his main asset. Using him with the Miner and the Dart Goblin is a good chip push, even if the ewiz gets to the tower before the Miner because the stuns would make it retarget to the miner while the ewiz zaps everything and the DG goes to town.
Miner: This boi is a great mini-tank to put anywhere on the map. In the worst case, he isn't too bad vs EB. Using him with the DG and ice spirit can do severe damage to the tower. He also synergizes well with fireball, zap, ewiz, and ice spirit and skarmy.
Skeleton Army: The defensive powerhouse in this deck. Shuts down tanks, EB, Hog, and even some splash units if you surround them. This is the Musketeer counter. Even against LavaLoon and you play your inferno to kill the hound and distract the loon and mega minion, you can use the skarmy to distract the pups while the eWiz does work to the loon and the pups.
Dart Goblin: Your main chip damage dealer, your air card that you pair with the electro wizard, and has insane synergy with almost all of the cards in this deck. Using him to counter back-end support units while something else distracts or the loon killer, he shines in every aspect. Unlike the elite barbs and the Tornado, I think the DG will come out as a legitimate, viable card, not just lackluster.
Ice Spirit: This card has great synergy with pretty much every card in this deck, except fireball. With Zap, Ice Spirit+Zap shreds a minion horde. This is also a great card to couple with the Miner or Dart Goblin, as it lets both of them chip off a good amount of tower damage.
Guides on how to use the different cards:
Miner Guide. Another Miner guide
Electro Wizard Guide
Dart Goblin Guide
Guides to Fireball and Zap
Inferno Tower Guide
Ice Spirit Guide
Replacements for some of the cards:
eWiz: Sadly unreplaceable.
Miner: I would say Ice Golem can take his place well.
SKArmy: Mega Minion for maybe more air defense , but using this leaves you more susceptible to EB imo.
Dart Goblin: I would say Musketeer is the best replacement for him. She is a bit tankier, but the log bai doesn't make your deck a master baiter anymore.
Ice Spirit: Fire Spirits?
HOW TO USE THIS DECK:
Basically, this deck's playstyle is a chip cycle/rush playstyle. I won't get into all of the starting hands possible, I will look into some though.
-Inferno, Fireball, Zap, Ice Spirit: This is the worst hand you can get. However, you are guaranteed a skarmy, miner, or ewiz/dart goblin next. You can use the ice spirit to couple with one of these cards, and you can split the skarmy in the back.
-Miner, Dart Goblin, eWiz, Ice spirit: This is the best offensive hand you can get. Going with a Dart Goblin behind your crown tower, then the miner, then your ice spirit, can be a surprising push. If the person logs and if they have eBarbs, you can safely use your skarmy to defend the elite barbarians. Playing the iT in a 4-2 plant can cancel them out.
How to defend Lavaloon: Basically, when the other dude puts his hound in the back, you go other lane pressure with ideally a miner combo. This can be with the Ice Spirit, Dart Goblin, or Skarmy. The electro wi is a bt risky because it is your best tool vs the Balloon. When the hound crosses the bridge, play your inferno at a 3-2, 4-2, 4-1, or 3-1 depending on where the Hound, loon, or mega is played. Double lane pressure is your friend here.
How to defend against Golem: When the Golem comes down, immediately pressure the other lane with any sort of troop like the Dart Goblin+Ice Spirit+Miner+(Maybe eWiz) Just go all out on the other lane and make sure you have the inferno ready to play to take the golem down. For support troops, Fireball+Zap.
How to counter eBarbs: Ahhh, everyone's favorite card. /s This card is OP to some, no question about that. But, this deck is not very prone to them because Ice Spirit+ eWiz. Of course, the skarmy is there, and try mixing up the placement if they have log because if they know you have it, there is a high chance that they will log the arena to try and give your troops splinters, but won't work. You could replace iT for tombstone if you are finding problems.
TL;DR: Basically, this deck has a good place in the meta and the Dart Goblin is a cool card. The deck is Dart Goblin, Fireball, Inferno, Zap, Electro Wizard, Miner, Ice Spirit, and Skeleton Army.
Thank you all for reading if you did! Before you ask, I got 4 12-win classics with this deck.
Shared by Summer4president